added game states and fixed some pause related things

This commit is contained in:
oy 2012-02-15 01:39:29 +01:00
parent aec468a3c4
commit 35ba490183
8 changed files with 157 additions and 141 deletions

View file

@ -42,6 +42,8 @@ void CHud::RenderGameTimer()
if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER)
Time = 0;
}
else if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER)
Time = m_pClient->m_Snap.m_pGameInfoObj->m_GameStateTimer/Client()->GameTickSpeed();
else
Time = (Client()->GameTick()-m_pClient->m_Snap.m_pGameInfoObj->m_RoundStartTick)/Client()->GameTickSpeed();
@ -61,8 +63,7 @@ void CHud::RenderGameTimer()
void CHud::RenderPauseTimer()
{
if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED &&
!(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
{
char aBuf[256];
const char *pText = Localize("Game paused");

View file

@ -106,7 +106,8 @@ void CPlayers::RenderHook(
// use preditect players if needed
if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
if(!m_pClient->m_Snap.m_pLocalCharacter ||
(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&(GAMESTATEFLAG_PAUSED|GAMESTATEFLAG_GAMEOVER)))
{
}
else
@ -239,7 +240,8 @@ void CPlayers::RenderPlayer(
// use preditect players if needed
if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
if(!m_pClient->m_Snap.m_pLocalCharacter ||
(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&(GAMESTATEFLAG_PAUSED|GAMESTATEFLAG_GAMEOVER)))
{
}
else

View file

@ -359,7 +359,7 @@ void CGameClient::UpdatePositions()
// local character position
if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
if(!m_Snap.m_pLocalCharacter || (m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
if(!m_Snap.m_pLocalCharacter || (m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&(GAMESTATEFLAG_PAUSED|GAMESTATEFLAG_GAMEOVER)))
{
// don't use predicted
}

View file

@ -983,7 +983,7 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
pPlayer->m_LastKill = Server()->Tick();
pPlayer->KillCharacter(WEAPON_SELF);
}
else if (MsgID == NETMSGTYPE_CL_READYCHANGE && g_Config.m_SvPlayerReadyMode && !m_pController->IsGameOver())
else if (MsgID == NETMSGTYPE_CL_READYCHANGE && g_Config.m_SvPlayerReadyMode)
{
if(pPlayer->m_LastReadyChange && pPlayer->m_LastReadyChange+Server()->TickSpeed()*1 > Server()->Tick())
return;
@ -1039,7 +1039,7 @@ void CGameContext::ConPause(IConsole::IResult *pResult, void *pUserData)
if(pResult->NumArguments())
pSelf->m_pController->DoPause(clamp(pResult->GetInteger(0), -1, 1000));
else
pSelf->m_pController->DoPause(pSelf->m_pController->IsPaused() ? 0 : -1);
pSelf->m_pController->DoPause(pSelf->m_pController->GetGameState() == IGameController::GS_PAUSED ? 0 : IGameController::TIMER_INFINITE);
}
void CGameContext::ConChangeMap(IConsole::IResult *pResult, void *pUserData)
@ -1054,7 +1054,7 @@ void CGameContext::ConRestart(IConsole::IResult *pResult, void *pUserData)
if(pResult->NumArguments())
pSelf->m_pController->DoWarmup(clamp(pResult->GetInteger(0), -1, 1000));
else
pSelf->m_pController->StartRound();
pSelf->m_pController->DoRestart();
}
void CGameContext::ConBroadcast(IConsole::IResult *pResult, void *pUserData)

View file

@ -20,14 +20,11 @@ IGameController::IGameController(CGameContext *pGameServer)
m_UnbalancedTick = TBALANCE_OK;
// game
m_GameOverTick = -1;
m_Paused = 0;
m_RoundCount = 0;
m_GameState = GS_GAME;
m_GameStateTimer = TIMER_INFINITE;
m_RoundStartTick = Server()->Tick();
m_SuddenDeath = 0;
m_aTeamscore[TEAM_RED] = 0;
m_aTeamscore[TEAM_BLUE] = 0;
DoWarmup(g_Config.m_SvWarmup);
SetGameState(GS_WARMUP, g_Config.m_SvWarmup);
// info
m_GameFlags = 0;
@ -343,50 +340,6 @@ void IGameController::OnReset()
}
// game
void IGameController::DoPause(int Seconds)
{
if(IsGameOver() || IsWarmup())
return;
if(Seconds != 0)
{
if(Seconds < 0)
{
m_Paused = -1;
SetPlayersReadyState(false);
}
else
m_Paused = Seconds*Server()->TickSpeed();
GameServer()->m_World.m_Paused = true;
}
else
{
m_Paused = 0;
SetPlayersReadyState(true);
GameServer()->m_World.m_Paused = false;
}
}
void IGameController::DoWarmup(int Seconds)
{
if(IsGameOver() || IsPaused())
return;
if(Seconds < 0 && g_Config.m_SvPlayerReadyMode)
{
m_Warmup = -1;
SetPlayersReadyState(false);
}
else if(Seconds > 0)
m_Warmup = Seconds*Server()->TickSpeed();
else
{
m_Warmup = 0;
SetPlayersReadyState(true);
}
}
void IGameController::DoWincheck()
{
if(IsTeamplay())
@ -434,39 +387,97 @@ void IGameController::DoWincheck()
void IGameController::EndRound()
{
if(IsWarmup() || IsPaused()) // game can't end when we are running warmup or pause
return;
GameServer()->m_World.m_Paused = true;
m_GameOverTick = Server()->Tick();
m_SuddenDeath = 0;
SetGameState(GS_GAMEOVER, 10);
}
void IGameController::ResetGame()
{
GameServer()->m_World.m_ResetRequested = true;
SetGameState(GS_GAME);
m_RoundStartTick = Server()->Tick();
m_SuddenDeath = 0;
}
void IGameController::SetGameState(int GameState, int Seconds)
{
switch(GameState)
{
case GS_WARMUP:
{
if(GetGameState() == GS_GAME || GetGameState() == GS_WARMUP)
{
if(Seconds < 0 && g_Config.m_SvPlayerReadyMode)
{
m_GameState = GS_WARMUP;
m_GameStateTimer = TIMER_INFINITE;
SetPlayersReadyState(false);
}
else if(Seconds > 0)
{
m_GameState = GS_WARMUP;
m_GameStateTimer = Seconds*Server()->TickSpeed();
}
else
SetGameState(GS_GAME);
}
break;
}
case GS_GAME:
{
m_GameState = GS_GAME;
m_GameStateTimer = TIMER_INFINITE;
SetPlayersReadyState(true);
GameServer()->m_World.m_Paused = false;
}
break;
case GS_PAUSED:
{
if(GetGameState() == GS_GAME || GetGameState() == GS_PAUSED)
{
if(Seconds != 0)
{
if(Seconds < 0)
{
m_GameStateTimer = TIMER_INFINITE;
SetPlayersReadyState(false);
}
else
m_GameStateTimer = Seconds*Server()->TickSpeed();
m_GameState = GS_PAUSED;
GameServer()->m_World.m_Paused = true;
}
else
SetGameState(GS_GAME);
}
}
break;
case GS_GAMEOVER:
{
if(GetGameState() != GS_WARMUP && GetGameState() != GS_PAUSED)
{
m_GameState = GS_GAMEOVER;
m_GameStateTimer = Seconds*Server()->TickSpeed();
m_SuddenDeath = 0;
GameServer()->m_World.m_Paused = true;
}
}
}
}
void IGameController::StartRound()
{
ResetGame();
m_GameOverTick = -1;
m_Paused = 0;
m_RoundStartTick = Server()->Tick();
m_SuddenDeath = 0;
m_aTeamscore[TEAM_RED] = 0;
m_aTeamscore[TEAM_BLUE] = 0;
m_Warmup = 0;
SetPlayersReadyState(true);
if(m_UnbalancedTick == TBALANCE_CHECK)
CheckTeamBalance();
if(m_UnbalancedTick > TBALANCE_OK)
DoTeamBalance();
GameServer()->m_World.m_Paused = false;
Server()->DemoRecorder_HandleAutoStart();
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "start round type='%s' teamplay='%d'", m_pGameType, m_GameFlags&GAMEFLAG_TEAMS);
@ -484,20 +495,22 @@ void IGameController::Snap(int SnappingClient)
pGameInfoObj->m_GameStateFlags = 0;
pGameInfoObj->m_GameStateTimer = 0;
if(IsGameOver())
switch(GetGameState())
{
case GS_WARMUP:
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_WARMUP;
pGameInfoObj->m_GameStateTimer = m_GameStateTimer;
break;
case GS_PAUSED:
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_PAUSED;
pGameInfoObj->m_GameStateTimer = m_GameStateTimer;
break;
case GS_GAMEOVER:
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_GAMEOVER;
pGameInfoObj->m_GameStateTimer = Server()->Tick()-m_RoundStartTick-10*Server()->TickSpeed()+m_GameStateTimer;
}
if(m_SuddenDeath)
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_SUDDENDEATH;
if(IsWarmup())
{
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_WARMUP;
pGameInfoObj->m_GameStateTimer = m_Warmup;
}
if(IsPaused())
{
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_PAUSED;
pGameInfoObj->m_GameStateTimer |= m_Paused;
}
pGameInfoObj->m_RoundStartTick = m_RoundStartTick;
@ -510,46 +523,37 @@ void IGameController::Snap(int SnappingClient)
void IGameController::Tick()
{
// do warmup
if(IsWarmup())
// handle game states
if(GetGameState() != GS_GAME)
{
if(m_Warmup > 0)
--m_Warmup;
else if(!g_Config.m_SvPlayerReadyMode || GetPlayersReadyState())
m_Warmup = 0;
if(m_GameStateTimer > 0)
--m_GameStateTimer;
if(!IsWarmup())
StartRound();
}
if(IsGameOver())
{
// game over.. wait for restart
if(Server()->Tick() > m_GameOverTick+Server()->TickSpeed()*10)
switch(GetGameState())
{
CycleMap();
StartRound();
m_RoundCount++;
case GS_WARMUP:
if(m_GameStateTimer == 0 || (m_GameStateTimer == TIMER_INFINITE && (!g_Config.m_SvPlayerReadyMode || GetPlayersReadyState())))
StartRound();
break;
case GS_PAUSED:
if(m_GameStateTimer == 0 || (m_GameStateTimer == TIMER_INFINITE && g_Config.m_SvPlayerReadyMode && GetPlayersReadyState()))
SetGameState(GS_PAUSED, 0);
else
++m_RoundStartTick;
break;
case GS_GAMEOVER:
if(m_GameStateTimer == 0)
{
CycleMap();
StartRound();
m_RoundCount++;
}
}
}
// check if the game needs to be paused
if(!IsPaused() && g_Config.m_SvPlayerReadyMode && !GetPlayersReadyState())
DoPause(-1);
// do pause
if(IsPaused())
{
if(m_Paused > 0)
--m_Paused;
else if(g_Config.m_SvPlayerReadyMode && GetPlayersReadyState())
m_Paused = 0;
if(!IsPaused())
DoPause(0);
else
++m_RoundStartTick;
}
if(GetGameState() != GS_PAUSED && g_Config.m_SvPlayerReadyMode && !GetPlayersReadyState())
SetGameState(GS_PAUSED, TIMER_INFINITE);
// do team-balancing
if(IsTeamplay())
@ -564,7 +568,7 @@ void IGameController::Tick()
DoActivityCheck();
// win check
if(!IsGameOver() && !IsWarmup() && !IsPaused() && !GameServer()->m_World.m_ResetRequested)
if(GetGameState() == GS_GAME && !GameServer()->m_World.m_ResetRequested)
DoWincheck();
}
@ -588,7 +592,7 @@ bool IGameController::IsFriendlyFire(int ClientID1, int ClientID2) const
bool IGameController::IsPlayerReadyMode() const
{
return g_Config.m_SvPlayerReadyMode != 0 && (m_Warmup == -1 || m_Paused == -1);
return g_Config.m_SvPlayerReadyMode != 0 && (m_GameStateTimer == TIMER_INFINITE && (GetGameState() == GS_WARMUP || GetGameState() == GS_PAUSED));
}
const char *IGameController::GetTeamName(int Team) const
@ -697,12 +701,12 @@ void IGameController::CycleMap()
// spawn
bool IGameController::CanSpawn(int Team, vec2 *pOutPos) const
{
CSpawnEval Eval;
// spectators can't spawn
if(Team == TEAM_SPECTATORS)
if(Team == TEAM_SPECTATORS || GameServer()->m_World.m_Paused || GameServer()->m_World.m_ResetRequested)
return false;
CSpawnEval Eval;
if(IsTeamplay())
{
Eval.m_FriendlyTeam = Team;
@ -847,7 +851,7 @@ void IGameController::DoTeamChange(CPlayer *pPlayer, int Team, bool DoChatMsg)
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
m_UnbalancedTick = TBALANCE_CHECK;
pPlayer->m_IsReadyToPlay = IsWarmup() || IsPaused() ? false : true;
pPlayer->m_IsReadyToPlay = GetGameState() != GS_WARMUP && GetGameState() != GS_PAUSED;
OnPlayerInfoChange(pPlayer);
}

View file

@ -35,7 +35,11 @@ class IGameController
void DoTeamBalance();
// game
int m_GameState;
int m_GameStateTimer;
virtual void DoWincheck();
void SetGameState(int GameState, int Seconds=0);
// map
char m_aMapWish[128];
@ -71,16 +75,14 @@ protected:
IServer *Server() const { return m_pServer; }
// game
int m_GameOverTick;
int m_Paused;
int m_RoundCount;
int m_RoundStartTick;
int m_SuddenDeath;
int m_aTeamscore[NUM_TEAMS];
int m_Warmup;
void EndRound();
void ResetGame();
void StartRound();
// info
int m_GameFlags;
@ -131,10 +133,19 @@ public:
void OnReset();
// game
void DoPause(int Seconds);
void DoWarmup(int Seconds);
enum
{
GS_WARMUP,
GS_GAME,
GS_PAUSED,
GS_GAMEOVER,
void StartRound();
TIMER_INFINITE = -1,
};
void DoPause(int Seconds) { SetGameState(GS_PAUSED, Seconds); }
void DoRestart() { StartRound(); }
void DoWarmup(int Seconds) { SetGameState(GS_WARMUP, Seconds); }
// general
virtual void Snap(int SnappingClient);
@ -142,12 +153,10 @@ public:
// info
bool IsFriendlyFire(int ClientID1, int ClientID2) const;
bool IsGameOver() const { return m_GameOverTick != -1; }
bool IsPaused() const { return m_Paused != 0; }
bool IsPlayerReadyMode() const;
bool IsTeamplay() const { return m_GameFlags&GAMEFLAG_TEAMS; }
bool IsWarmup() const { return m_Warmup != 0; }
int GetGameState() const { return m_GameState; }
const char *GetGameType() const { return m_pGameType; }
const char *GetTeamName(int Team) const;

View file

@ -174,7 +174,7 @@ void CGameWorld::Tick()
pEnt = m_pNextTraverseEntity;
}
}
else
else if(GameServer()->m_pController->GetGameState() == IGameController::GS_PAUSED)
{
// update all objects
for(int i = 0; i < NUM_ENTTYPES; i++)

View file

@ -24,7 +24,8 @@ CPlayer::CPlayer(CGameContext *pGameServer, int ClientID, bool Dummy)
m_LastActionTick = Server()->Tick();
m_TeamChangeTick = Server()->Tick();
m_Dummy = Dummy;
m_IsReadyToPlay = GameServer()->m_pController->IsWarmup() || GameServer()->m_pController->IsPaused() ? false : true;
m_IsReadyToPlay = GameServer()->m_pController->GetGameState() != IGameController::GS_WARMUP &&
GameServer()->m_pController->GetGameState() != IGameController::GS_PAUSED;
}
CPlayer::~CPlayer()
@ -61,7 +62,13 @@ void CPlayer::Tick()
}
}
if(!GameServer()->m_World.m_Paused)
if(m_pCharacter && !m_pCharacter->IsAlive())
{
delete m_pCharacter;
m_pCharacter = 0;
}
if(GameServer()->m_pController->GetGameState() != IGameController::GS_PAUSED)
{
if(!m_pCharacter && m_Team == TEAM_SPECTATORS && m_SpectatorID == SPEC_FREEVIEW)
m_ViewPos -= vec2(clamp(m_ViewPos.x-m_LatestActivity.m_TargetX, -500.0f, 500.0f), clamp(m_ViewPos.y-m_LatestActivity.m_TargetY, -400.0f, 400.0f));
@ -72,14 +79,7 @@ void CPlayer::Tick()
if(m_pCharacter)
{
if(m_pCharacter->IsAlive())
{
m_ViewPos = m_pCharacter->m_Pos;
}
else
{
delete m_pCharacter;
m_pCharacter = 0;
}
}
else if(m_Spawning && m_RespawnTick <= Server()->Tick())
TryRespawn();